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Distributed Game Development
Harnessing Global Talent to
Create Winning Games
Tim Fields
Notices
Knowledge and best practice in this field are constantly changing. As new research and experience
broaden our understanding, changes in research methods, professional practices, or medical treatment
may become necessary.
Practitioners and researchers must always rely on their own experience and knowledge in evaluating and
using any information, methods, compounds, or experiments described herein. In using such information
or methods they should be mindful of their own safety and the safety of others, including parties for whom
they have a professional responsibility.
To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any
liability for any injury and/or damage to persons or property as a matter of product liability, negligence or
otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the
material herein.
iii
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Contents
vi
Contents
vii
���������
viii
Contents
ix
���������
Index............................................................................................................................ 223
x
About the Author
Tim Fields is a 16-year game industry veteran producer, project manager, design
lead, and business developer. Tim has helped small studios and top publishers
such as EA and Microsoft run teams that create great games. He has worked on
shooters, sports games, racing titles, and RPGs using talent and teams from North
America, Asia, Europe, and the United Kingdom. Tim has been involved in one way
or another with franchises like Need for Speed, Halo, SSX, Brute Force, and Call of
Duty. He loves visiting about game development and design and can be reached at
[email protected].
xi
Chapter
One
Preface and Overview
1.1 Introduction
Some time over the last 15 years, the geeks won. Bill Gates became the richest man
in the world, at least for a while. The personal computer moved to the center of
private life for hundreds of millions worldwide. The planet got wired, got flat, and
got an e-mail address. Most fun of all, games moved from being a marginalized
form of entertainment at the fringe of social acceptance to being mainstream. And
beyond mainstream, video games became cool, no longer just the province of the
stereotypical outcast adolescent male. Consequently, video games became delight-
fully profitable.
Hand in hand with this rise to popularity, our entertainment software has become
more complicated. Gaming hardware, from PCs to high-end consoles, has become
more powerful, and the types of content have become much more involved. Gone
are the days of single textured polygons or even basic hardware shaders. Simple
LAN-style multiplay is long gone too, and an escalating war of feature brinks-
manship is leading to ever more sophisticated ways to play. Input mechanisms
have become more varied and sophisticated, with motion-sensing devices like the
Wiimote and those fantastic little plastic guitars opening up new types of game-
play to all new audiences. The proliferation of mobile phones capable of running
complex software has created new markets for casual gamers who don’t even own
dedicated high-end hardware. At the same time, our users expect ever more acces-
sible interface models, better matchmaking that is more transparent as well as
more accurate, and so on. Finally, the profusion of different platforms, from PC
to handhelds, means that it is no longer enough to build a great game on one
gaming system. To reach massive commercial success, it often needs to be built
for six or seven. As if all of that weren’t enough, the marketplace has become so
crowded (because of the delightful profits I mentioned previously) that you need to
have brilliantly marketed products. Moreover, all versions of those products need
to simultaneously hit store shelves on the same day so you can get the most out of
those brilliant marketing dollars. Beyond that, you’ll need to have downloadable
content, expansion packs, and sequel or franchise plans in place so you can ensure
that your hit game isn’t a flash in the pan but instead starts a franchise dynasty that
will have your investors rolling in the Benjamins until the next ice age.
2
1.3 who is this book for?
products, more efficiently, which reach broader markets, and delight a wider range
of consumers, if the power of distributed collaboration can be effectively harnessed.
We can increase the number of jobs, make better games, and all make more money
than we have in years past if we can embrace the options we have available.
In particular, we’re going to spend the next few hundred pages visiting about
how to harness the global talent pool to create winning games – games that exceed
sales expectations, games that thrill our customers, and games that help build
sustainable franchises and make a lot of money for our investors and, it is hoped,
for you.
This is a book about the organization of teams – about how to make use of
a wide, flat world of resources and eager developers in order to accomplish the
daunting tasks described previously.
Approximately 15 years ago, I was handed a book on software project manage-
ment by one of my bosses, software guru David Stafford. The book, the venerable
Debugging the Development Process by Steve Maguire, is one of the bibles of soft-
ware development, published at a time when Microsoft Press was working hard to
create a world in which a lot more people would understood how to develop pro-
fessional software for Windows. In the book, Maguire used the metaphor of the
software project as a large truck. This big rig is moving, ideally moving fast, and
has to be somewhere that (hopefully) everyone has agreed upon in advance. As a
leader of this project, it is your job to ensure that the truck does not encounter any
roadblocks, does not run out of gas, is not broadsided by another giant truck that
wants to monopolize the same section of road, and so on. To extend the metaphor,
Maguire likens the software project leader as a member of an advance crew who
goes ahead of the truck, looking for likely obstacles that will slow or stop its prog-
ress and radioing back course corrections to the folks with their foot on the pedal.
I have always liked this metaphor and thought it nicely described the way one
should approach software project management.
Only now, things are different. With projects of the complexity we’ve discussed
previously, and a world in which you can and should be distributing the workload
among several different teams, your job is more akin to that of central dispatch, or
an air traffic controller. To deliver complex entertainment software on time, across a
variety of platforms, in a host of different languages, to a bunch of varied markets,
all on time and on budget, you need a fleet of different trucks, each manned by
capable drivers.
This book will teach you how to direct them all effectively.
3
chapter one • preface and overview
what can be provided by friends or a few local testers. You don’t have a publisher –
you’re self-publishing. You’re on the smaller side of indie, and you’re comfortable
staying that way. If this describes your team, then you likely don’t need this book
(though I’d hope that you still might find it illuminating, if only to see how big
and complex the machine can get). Otherwise, if you are involved professionally
in making games that you hope will reach a large audience, you’ll be interested in
what we’ll be talking about here.
Specifically, however, this is a book for project leads or those who hope some-
day to become project leads. It’s for the harried executive producer at one of the
top publishers – Activision, Microsoft, Electronic Arts, Tencent, Ubisoft, THQ, or
similar – who has just finished another game and can’t help but think that there
must be a way to bring a little sanity to the process. It’s for the development director
helping keep a team alive at a small development studio doing work-for-hire for its
publisher. It’s for the art director of an art outsourcing house. It’s for the motion
graphics expert at a video production company’s gaming division. It’s for the lead
designer trying to ensure that her vision, her baby for all intents and purposes, gets
properly translated across to even the handheld version. It’s for the marketing prod-
uct manager who is trying to get a grip on how to help the development team create
a more predictable process and a better Metacritic-rated game.
This is also a book for teachers and students. If you are a student of the games
business or in an RTF program who wants to understand more about how modern
games are built – and how to find your niche in this fascinating, profitable, dizzy-
ing industry – I believe you’ll find a lot here. It’s also a book for teachers: My goal
is for this book to serve as a backbone textbook for courses on production.
Finally, this is a book for investors. If you are one of the millions of people who
owns stock in a company that derives profits (or seeks to) from creating games,
then this book will teach you a lot about how games are made and how to evaluate
what’s really happening behind the glossy press releases.
Although this book deals with team organization and the best practices for run-
ning software projects at a fairly advanced level, I endeavor to explain industry
jargon as clearly as possible for those who are not already familiar with it. If you’ve
never worked on software before, just hang in there – there’s a lot to pick up, and
you’ll likely be amazed at how complex it all gets. But then, the inside of a sausage
factory never has been a pretty place. By the time you’ve finished the tour, however,
it won’t seem so foreign. Now here’s your hardhat. Let’s proceed.
4
1.4 preamble on distributed development
are possible synergies to exploit between different teams using similar technology.
Alternately, distributed development can be a great way to allow smaller companies
to avoid the burden of carrying too many full-time staffers.
Any time you’ve got a project that is meant to hit store shelves simultaneously
across several different platforms (Xbox 360, iPhone, PS3, PC, PSP, Nintendo DS, and
so on), you’re likely to need some level of distributed development. If your project
is tied into a movie license such that you’re coordinating with a Hollywood studio,
then you’re likely distributed. Also, if you’re working with a publisher of almost
any size, then you’re probably distributed to some degree (even if it’s just your
localization, QA, marketing, or sales departments that are located elsewhere).
Ultimately, however, there seem to be two main reasons to use distributed
development:
• To get the best people and teams on the job
• To save money
Since the latter can be a nice side effect of clever resource organization, I strongly
suggest focusing always on the former. Racing toward the bottom almost never
gets you a great product, and poor products seldom create the kinds of long-term
sustainable franchises that generate real revenues. Focus on using the techniques
in this book to get the best minds on the planet thinking about how to make your
game great. If you do this, the money will follow.
1.4.2 So You Don’t Like Outsourcing and Think It’s a Bad Idea
While having lunch with a young designer recently, I mentioned the ways in
which a current project of mine was working and discussed my plan to write this
document. His response surprised me: “I don’t like outsourcing, or working with
remote teams. I’m not sure teams should do it.”
What surprised me wasn’t the attitude; many people are afraid of job loss, of
losing control of a project, or just afflicted with plain old xenophobia at the thought
of having to collaborate with people in a distant land. What surprised me more
was the idea that anyone believed that using some type of distributed team was
optional.
Make no mistake. We are now firmly in the era of distributed, collaborate devel-
opment and production. Personal preferences do not much enter into the question
anymore. For projects of even a modest size, the question for you isn’t “Will I have
to collaborate with some external teams in order to succeed?” The question for you
is “How do I ensure that this collaboration results in a better end product and more
effectively meets my parameters for success?” There’s no “if,” only “how.”
According to a 2009 article from Gamasutra, the online arm of Game Developer
magazine, 86% of teams polled reported using some form of externalized develop-
ment, and 20% of those projects polled spent more than $2 million on an externalized
5
chapter one • preface and overview
c omponent.1 In some cases, these may have been traditional outsource deals.
In many other cases, these are likely already distributed development deals of the
type with which this book is concerned.
The world got very flat within the past decade, whether you were paying atten-
tion or not. The winners in the next century are not spending today debating about
whether or not they should be collaborating with the best people for the job, regard-
less of geography. They are investigating how to best overcome the obstacles that
have historically made this kind of collaboration challenging.
This document is not an attempt to convince you to collaborate with external or
remote teams. I sincerely doubt you’ll have a choice if you want to build the best
games possible. Rather, this book will share with you some best practices for how
to collaborate effectively, through a frank discussion of the process and its pitfalls,
and through sharing the thoughts of a number of individuals who have integrated
such collaborations successfully into their game development process.
Game Developer Research (April 2, 2009). Survey: Outsourcing in game industry still on increase.
1
Available at http://www.gamasutra.com/php-bin/news_index.php?story=23008.
6
1.4 preamble on distributed development
1.4.4 W
ho We Will Meet in Our Case Studies, and Why We Care
about What They Have to Say
No games are built by a single individual anymore, no matter what a few egoists like
to believe. And as entertaining as I am, our topic here is too important to trust to just
one voice. So we’ve recruited a few industry veterans to help lead us.
This book contains a number of interviews conducted and presented in Q&A for-
mat, designed to offer advice from experienced development directors, producers,
lead programmers, art directors, motion graphics experts, and the like. They share
their hard-earned wisdom and war stories with us, each dealing with some element
of distributed games development. These are some of the top names in the field,
whose products collectively have grossed hundreds of millions of dollars during
the past decade. Their experiences are generously shared with us so that we might
learn from them and continue to produce our own great products.
Although any fool can learn from his own mistakes, a wise man just might get
ahead of the curve and learn from the experience of others.
Now let’s talk about how to make great games.
7
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Chapter
Two
Overview of the
Development Process
figure Project
2.1 begins.
Production
10
2.2 concept discovery
• Find out whether the intent to purchase changes considerably based on setting,
a different main character, or different art styles.
• If you cannot afford proper focus groups, get local game store managers and
their friends to offer input and compensate them with pizza.
• People will tell you what they think you want to hear, so study carefully their
intent, and try not to let the way you ask questions “lead the witness” too much.
Frankly, this phase is critically important even if you are creating a product that
lives inside a known product family. Even if the core mechanics, setting, audience,
or characters are carried forward from a previous title, this is still the cheapest way
you’ll ever have to test consumer reaction to various possible features. Heading
down the wrong path here can doom you to an expensive debacle that no amount
of hard work can make up for on the back end. From a concept standpoint, few
people are likely to buy Barbie’s Chainsaw Golf, no matter how good the artwork
or how stellar the multiplayer component. Better to learn that now and throw the
idea out before you spend precious time and money on development. From a fea-
ture perspective, few people are likely to care about an advanced create-a-character
system inside your casual puzzle game; use this phase to recognize these kinds of
pitfalls, and don’t waste time on this feature just to cut it later. (Obviously, these
examples are over the top in order to make a point, but it is easy for a development
team to fall in love with an idea that the consumer just won’t care about. This ini-
tial phase is the time to put a bullet in those expensive forms of hubris.)
Beyond just imagining, mocking up, and validating potential concepts and fea-
tures, you should also be using this time to form some alignment between your key
stakeholders. Make sure that marketing thinks it can sell the game you’re narrow-
ing in on. Make sure it fits into the SKU planning that your publishing team is doing
for the release window you’re considering. Make sure the key members of your team
have the appropriate amount of enthusiasm for the software you’re going to build. Get
alignment from everyone who matters, and if they don’t seem too interested, find out
why not. Don’t let a land mine in some division of your team or publisher catch you
unaware once you’ve already committed a fortune and your reputation to this project.
Another way to spend time during this phase of the project is on identifying the
likely “big buckets” or general categories of work that will need to be done to build the
type of game you wish to make. What kinds of content will you have, and how much
of it will you need? What software systems do you currently own that you can lever-
age to make this kind of game? What new systems will you need to invest in? Will you
“roll your own,” or are there off-the-shelf solutions you can use? And so on.
Note that there is a risk of falling into the “design by focus group” trap here.
We’ve all played games that seem watered down, like they’ve been designed to be
an amalgam of the best ideas from the previous year’s hits. The best antidote to
this potential poison is a core design team (which isn’t necessarily a part of the
“designer” job family) that is passionate and empowered. Build such a group and
encourage its members to stand by – and test – their convictions, and you won’t
end up with a generic, knock-off product.
11
chapter two • overview of the development process
Although the line between the concept discovery phase and pre-production can be
slightly blurry, especially since at least some of the assets you are creating and some
of the design work that is being done will move forward into the true pre-production
phase, you’ll need to resist the temptation to hurry to pre-production. Whatever inex-
pensive early prototyping and validation techniques you use at this point, there are a
few key things you should know before you consider this phase complete:
• Who is your target market?
• Why will they buy this game?
• Who is your chief competition?
• What are the core features that matter most?
• What are the key technologies required?
• Who are the key human resources required for you to succeed?
• Does everyone who matters in your food chain believe this product can be a hit?
• What platforms are you making this game for?
• What is your target launch window? (In what quarter will you release?)
• What is the general scope of this game (8-hour single-player campaign, casual web,
pervasive massively multiplayer online [MMO], etc.)?
If you don’t have at least a coarse grain answer to most of these questions, you’re
likely not yet ready to move out of the concept discovery phase.
These days, because you’re likely to be using distributed development methods,
you’re likely to have an extra step here, beyond what you might have done histori-
cally. You’ll need to determine what partnerships you have to make to get this prod-
uct out the door. You need to reach out to likely partners, evaluate their work, and
verify that they have the capacity and interest to collaborate with your team. Also,
of course, you’ll need to determine if mutually agreeable financial and contractual
terms can be reached. All these details are discussed in-depth in the next chapter,
but as you’ll notice from Fig. 2.1, at this phase you should really have all of your
primary collaborators identified and have at least gone through enough early phase
negotiations that you are reasonably certain you’ve got the support you need to
build the product you and your audience wants.
2.3 Pre-Production
Although the border between the concept discovery phase and pre-production can
be somewhat shadowy territory, your goals before exiting the pre-production phase
are clear. You need to know answers to the following questions with a fairly high
degree of certainty:
• What are you building?
• Who will build it?
12
2.3 pre-production
13
chapter two • overview of the development process
Finally, before you can truly exit the pre-production phase, whether you’re using
traditional or distributed development models, you’ll need a playable example of
what the shipping product should look and feel like. This example has come to be
called the “vertical slice.” This slice should showcase every major game feature,
your art style, some relatively polished gameplay, and refined audio. In short, this
should be nearly a consumer demo-level quality of a piece. Every major publisher
will want something like this before greenlighting a costly move into full produc-
tion. But even in the publisher’s absence, you’ll need to get to this level in order
to prove to yourself or your investors that what you’re about to invest a lot of time
and resources in to build actually works as a game. If your vertical slice provides
compelling gameplay and distinct visuals and is memorable in a way that will help
distinguish it from the competition, offering a unique consumer proposition, then
you’re probably looking at a success.
What makes a good greenlight presentation:
• A great build of your game that shows it’s visual promise and unique gameplay,
in approximately 30 seconds
• A clear understanding of your audience and how your product compares to
other products they’ve bought
• Concise explanation for the costs of the project, with enough supporting detail
to address any questions
• A realistic timeline and schedule
• A clear diagram listing all the teams and subcontractors you’re using and what
each is responsible for
• Major risks and their mitigation
For distributed developers, there’s another critical component involved in making
this vertical slice. Because part of the proposition here is to prove that you are able
to build a full game to this level of quality, ideally you’ll also need to have tested
and stressed your workflow and pipelines. This means that you’ll need to ensure
that each external resource you plan on using can contribute to the creation of the
vertical slice. Think of it as a trial run of a complex manufacturing assembly line.
The very first item that rolls off the line is not necessarily meant to be sold or used;
it’s meant to let you slowly test each and every component of your workflow. Leave
plenty of extra time here for troubleshooting and repairing all of the inevitable
workflow problems that arise. The content and features that you build here should
take longer than everything you build hereafter. You’re using this time to work the
kinks out of the system. If you don’t do this now, then you’ll have to do it piece-
meal during production, when you’ve got many other complicated issues in play.
It helps to have dedicated operations or IT people on every team communicating
directly with one another to sort out many of the initial technical problems you’ll
encounter.
14
2.3 pre-production
The following are common problems here, which usually need attention:
• Data transfer rates between various teams turn out to be woefully inadequate.
• Version mismatches between different content creation packages (Maya, etc.)
complicate the handoff of assets.
• Communication personnel holes are revealed as details fall through the cracks.
• Minor differences in the development environment have unexpected conse-
quences. (Questions arise, such as “Which visual studio processor pack is the
team in Shanghai using?”)
• It takes far longer to build some kind of asset than expected. (e.g., “Unwrapping
UVs on every face takes days! We need a new Maya script to help with this!”)
• The work quality or professionalism of one or more of the partners proves
lacking. (“Every time we get a build with new code from the Singapore team,
multiplayer becomes really unstable. They need to be testing more thoroughly
before submitting.”)
It’s safe to say that this is the most difficult part of the development cycle to get
right, for both traditional teams and distributed teams. There’s a natural tendency to
rush into production because everyone is excited; because your team is finally get-
ting to build things, which is why most of them get up in the morning; and because
you know you’re set to reach the finish line and you’re concerned about how little
time you have to get everything built. However, these are the emotions you most
need to control. Jumping into production too early is the best way I’ve seen (short
of building the wrong game in the first place) of ending up having to redo or throw
away lots and lots of work, endangering the game that you’re so eager to build.
Also, there’s little that’s more demoralizing to a team, or more expensive to a stu-
dio, than cutting features or content that are almost there but not quite. In fact, the
only thing worse is shipping something crummy that should have been cut.
If you’re part of a mature publishing organization, you’re likely to have some
kind of formalized greenlight process. If you’re not, you’ll want to institute your
own. Simply stated, you need all key decision makers from development, market-
ing, and publishing to get together and have a frank discussion about the oppor-
tunity, the promise, and the costs of publishing the game you’re about to spend a
lot of money building. There’s a tendency on the part of the development team to
want to convince the rest of the organization that the product is one that should be
built. However, if the team can’t get wholehearted agreement from the rest of these
groups, you should have serious trepidation about embarking on full production.
You’re just about to commit many resources – minds, hearts, and cash – to build-
ing something. Make sure your stakeholders have officially bought in and are ready
and excited to hold up their part of the bargain.
Don’t short-change yourself in pre-production. You need this time to understand your
game and to work out the kinks in your process before you move on to full production.
15
chapter two • overview of the development process
7/26 - 8/2
Leads planning 8/14 - 8/21
next milestone specs QA milestone review
Milestone
begins
Next milestone
begins
Milestone 4
16
2.4 full production
your teams can be effective, we’ll assume that the project has already been through
these kickoff milestones. So let’s say that you’re a few milestones into production.
Things are moving smoothly.
In this hypothetical, we’re looking at two typical mid-production milestones. They
could really be from almost any type of project. The first milestone is on July 7.
The team should know what they’re working on, and that they have 6 weeks before
they are expected to deliver a milestone build to the QA department, which will
then review the build and make sure that the project leads are aware of anything
deficient that needs to be addressed. Our discussion will start on the third and
fourth milestones.
Let’s take a closer look at Milestone 3 (Fig. 2.3). Assuming that all of your
teams and subgroups know what they should be working on, and that they under-
stand the team’s dependencies and deadlines, the first few weeks should focus on
development. Your primary job during this period is to help facilitate communica-
tion between teams, to check out new features and content as it is created, and
generally to help facilitate the development process any way you can.
Midway through this milestone, a new task should begin to dominate your
thinking. You’ll need to work with the leads and subleads across all teams to plan
the details of the next milestone. This is obviously tricky because you’re only half-
way through the last one. Thus, first, your leads will need to gather a sufficient
amount of information from everyone on their teams about the game’s current
rate of progress. You’ll want them to try to project forward a few weeks to deter-
mine where all of your key features will be. You’ve already achieved a high-level
understanding regarding what this next milestone needs to accomplish from your
work in the pre-production phase, so now your job is to determine the details
of exactly who will be doing what, starting in approximately 3 weeks, to get the
game to its overall goal. This step of the process is really an exercise in educated
7/26 - 8/2
Leads planning 8/14 - 8/21
next milestone specs QA milestone review
Milestone
begins
Milestone 3
7/7 8/22
8/7
Begin integration of branches
17
chapter two • overview of the development process
18
2.5 a word on demos
Once your branches are tidied up and you’ve got a working build for each
latform, a build that demonstrates all (or most) of the various features and content
p
you’d hoped to accomplish for the milestone, it’s time to hand it off to someone else
to validate that what you’d hoped to achieve was, in fact, accomplished. Usually
(and ideally), this will be your QA group. Occasionally, this duty is assumed by
the production or management group responsible for going through the mile-
stone plans, line by line, to ensure that everything you set out to achieve works as
expected. Provided that everything is there and working, no more need be done –
you’re ready to move on to your next milestone.
Of course, sadly, real life is seldom so harmonious. Usually, some of what you’d
hoped your teams would accomplish won’t get done; what you’ve ended up imple-
menting works differently from what you expected; or design changes brought
about by necessity, mid-milestone, ended up changing the software in some funda-
mental way. In all of these cases, you’ll need to identify what didn’t get done and
address it on the next milestone work list (unless, of course, it’s been decided that
the feature is no longer needed or the specification for the software has changed in
some other way).
Since your mid-milestone planning already produced a detailed work item, don’t
force your teams to wait around while their milestone build is reviewed for defi-
ciencies. Instead, have them start working on the next milestone right away. Once
you have a full understanding of any hangover work from the previous milestone,
work with your team leads and other individuals to slide the hangover items onto
the list for the next 5 weeks.
Often, when too many of these sorts of unexpected extra work items combine
with integrations that take longer than expected, and other surprise delays occur
(which is common), you’ll find yourself needing to take a serious look at the project
schedule as a whole, and what you’d hoped to accomplish in the upcoming mile-
stones, to determine where you’ll find the time for all of the unexpected but highly
predictable extra work. Get ahead of this game whenever you can by expecting
some amount of hangover and integration delay and planning accordingly. I sug-
gest that a conservative estimate of 15% additional time allotted for unaccounted
for tasks such as these is appropriate. Plan for it now, and you won’t have to crunch
for it later.
19
chapter two • overview of the development process
game development for a while, you’ve likely experienced your share of demos.
They’re a necessary evil in this business, allowing your marketing team to gener-
ate hype for the game in advance of your launch. Sometimes they can even be of
benefit to the development team, focusing their energy and firepower on getting
one portion of the game polished and playable and helping the team get early feed-
back from potential customers on what works well and what doesn’t. The following
sections present some ways to plan for demos to reduce their impact on your team
and a few thoughts on how distributed development can help.
2.5.2 H
ow to Use Distributed Development Teams to Alleviate
Demo Problems
If you have the resources, and you’re likely to have multiple demos to deliver in a
short period of time (more likely if your title is hotly anticipated), consider cultivat-
ing a side group and branch focused only on demos. This will allow the rest of your
team to keep working on shipping the product. Try also to get marketing to work
directly with this group in order to ensure that what’s being built is something that
marketing can use and that they can themselves demo effectively.
20
2.6 alpha, beta, final
to stand up and put a stop to it, or at least pick and choose your battles carefully. If
the team is doing a lot of throw-away work for demos, you’re likely to have problems
with the overall game. See if there are other ways you can communicate your status
to upper management. If the audience is different, can you reuse your demo builds
effectively? Will a few screenshots do the trick? Will another demo really result in
a higher number of sales? What’s the real motivating factor behind this supposed
need?
Don’t let your team end up becoming demo monkeys, duct-taping together one
dog and pony build after another. It’ll kill your project and your team.
Art Alpha A1 A2
5/28 7/21 8/11 9/5
4/1 5/1 6/1 7/1 8/1 9/1
1/29 - 6/20 6/20 - 9/5
Production Final
M3 Alpha
25 days 15 days 6/24 - 9/8
4/25 - 5/30 5/30 - 6/20 Final
DevAlpha Alpha A1 PS3 Final
Hand-off Hand-off Hand-off Hand-off
PS3 Beta
5/28 6/15 7/19 9/1
Hand-off
Internal Alpha 8/18
DevAlpha 6/20 Wii Final
5/30 Hand-off
Wii Beta
8/22
Hand-off
8/11
Wii PS3
Beta Beta
8/15 8/22
21
chapter two • overview of the development process
22
2.6 alpha, beta, final
First, because your team is more spread out than a traditional team, extra strain
will be put on your communications systems. Your defect tracking process needs
to be tighter, and managing turnaround on fixes to critical issues will be more
complex than what you’ve faced in traditional models of development.
Communications systems are the first place you’ll feel the strain. Simply put,
everyone involved in managing the process will suddenly have to become a highly
efficient traffic director, able to route new issues to the appropriate subgroup and,
ideally, the appropriate individual within that subgroup. For example, let’s say a
critical bug arises, identified by some underappreciated tester. First, the bug must be
brought to your attention. You need to recognize that this is no ordinary problem –
it’s a major problem that needs immediate scrutiny. You’ll need to triage the matter,
either quickly by yourself or with an assembled group (perhaps over the phone), to
determine whether or not you’re going to fix the bug and who needs to evaluate that
fix. Then you’ll need to quickly route the problem to the person who can best repro-
duce and evaluate the issue in order to determine what solution is most likely to fix
the problem without causing other unforeseen consequences. To do this, you’ll need
a thorough understanding of every major part of the software and of which of your
teams was involved in writing it. If it’s a straightforward problem, such as a bug in
rendering, and all of your rendering engineers work in the same office, great! But
what if it isn’t so straightforward? You’ll find that the more complicated boundary
issues that might be either in code or in content, or issues that exist where sys-
tems overlap, tend to really strain your organization and communication systems.
These particularly difficult bugs will sometimes require direct real-time debugging
between people located in different areas, sometimes without a common spoken
language. So plan for these kinds of coordination issues, and give yourself extra time
during this final phase to work out these defects. Even if only 2% of your total issues
are these kinds of difficult to resolve boundaries cases, they can still represent hun-
dreds of difficult to solve bugs. Make sure that each of your teams is armed with a
phone system (or Skype or other VOIP solution) that can be used at anyone’s work-
station, and make sure that everyone understands that diplomacy is a most prized
virtue. You don’t want a stressed out rendering engineer in San Diego getting into a
shouting match with a character animator in Hue, Vietnam.
Your defect tracking system needs to be given special consideration. You’ll
have to track and assign your bugs across all team boundaries. It’s likely that
your core team and developers each already have a system they prefer to use.
It’s equally likely that there are multiple systems in place, each with strong pro-
ponents within the individual teams. If possible, in the beginning phases of the
project, you’ll want to consolidate your tracking systems so that all teams and
stakeholders can log into the same system. Ideally, you should have a web cli-
ent available for remote locations, where it might not be possible to have a proxy
server or a sufficiently fast VPN connection to the primary host of the system
to get the job done. But be sure to test the speed of the system at each location,
using a previous project’s fully populated bug database, to make sure that the
tools in place are sufficient to the task ahead. Frequently, things scale well with
23
chapter two • overview of the development process
a few hundred bugs but not nearly as well with a few thousand. The following
suggestions, it is hoped, will make your life easier when the time comes to deal
with the onslaught of bugs:
• Make sure each client has fast enough access that editing and sorting bugs isn’t
painful.
• Make sure that subleads have the right to assign bugs to their reports.
• Work with your QA group to identify the correct flow for bugs.
• Make sure each sublead understands the software and the bug flow.
• Ensure that the different platforms or development environments required can
be identified and sorted by the software.
• Consider identifying individuals by group in the software so that it’s easier for team
members at remote locations to know who to bounce a bug to when the need arises.
• Identify likely human bottlenecks. Anyone responsible for the distribution of
more than 10% of the total bug count is a bottleneck. Anyone responsible for
more than 30% of distribution has the power to kill your project. Bottleneckers
are discussed in a later chapter.
• Fight against the tendency to want to have all defects go through a single person.
One person just can’t scale his or her time up enough to avoid introducing delays
once the volume increases.
Turnaround time for fixing critical issues must be ruthlessly shortened. Pagers,
on-call agreements, off-hour triage times, and other clever solutions need to be
employed in order to move quickly. Why? Because the alternative is that you miss
tight third-party acceptance deadlines, and these end up impacting either your
manufacturing time or your ship date; because issues won’t necessarily be discov-
ered during the last month of the project; because surprises will arise; and so on.
No matter how good your planning is in the earlier phases of the project, there will
always be some number of last-minute “gotchas” that arise when a group of fresh
testers, all using a new process, start looking at your software.
You’ll need to fix these issues quickly. So, for example, when you’re alerted
via e-mail late on a Friday night that you have failed a memory card text message
guideline, or some similar problem has presented itself, you may need a new build
to be turned around by Monday. If this is a submission candidate, then you’ll need
to give your internal QA team enough time to sanity check the build that you plan
to hand off. Thus, you’ll really need your fix to be understood and implemented by
Saturday night.
Finally, keep your team members well rested during this process so that they can
respond crisply. Wells Fargo stops used to keep some portion of their horses rested at
all times so they could be prepared to deliver a critical message as fast as possible. At
the risk of comparing brilliant developers to horses, do the same with your team. Make
sure that even the hardest workers on your team are getting the breaks they need.
Rested people make fewer mistakes. Insane work hours are never the right answer.
24
interview with david wiens, project manager at disney online
avid Wiens has been making games better since 2001. He has worked in localization and as a
D
QA lead for Electronic Arts on numerous AAA franchises, including NHL, FIFA, James Bond, SSX,
and Need for Speed. He is currently a project manager for Club Penguin at Disney Online Studios
in Kelowna, BC. David holds an MBA in Finance from the University of Manitoba. He can be
reached at [email protected].
Q: Tell us a little bit about yourself, your history, and your experience working with
distributed game development. What’s your most recent title?
A: I started with Electronic Arts in the Localization QA department in 2001. Over the years
I held various titles in both the Localization QA group and later on in the Localization
Production group. Working in Localization required you to be able to work with remote
groups, be it either on the testing side or on the production side. On Need for Speed
Undercover I had the job title of QA Development Manager and responsibility for all
aspects of functional software testing. Both the development and testing side were dis-
tributed in various locations.
25
chapter two • overview of the development process
phase, e-mails, reports, and the amount of meetings increased. I personally use Outlook a
lot to set up recurring reminders to ensure that critical reports are sent in a timely man-
ner. I also use the Task List a lot to write down tasks I need to complete or items I need
to follow up on at a later date. As a project manager you need to figure out what works
best for you to keep track of all the different aspects of the project you are responsible
for. On top of that you need to try and build relationships with all the key people on the
various teams you interact with. A lot of information comes your way informally through
these relationships and will help give you a clearer picture of what is happening on your
project.
Q: What do you see as the biggest problems associated with achieving a high quality
bar on games that are built using distributed teams?
A: Ensuring each group has the internal capabilities and capacity to complete the work it
is given. When working with tight deadlines, any slippage can throw off the schedule and
you either have to find ways of making up time by redistributing work or some features/
functionality may need to be cut to bring the project back in line.
Q: When you think about the full production phase of game development, when all
the teams are pushing for the next milestone, what advice do you have for team leads
on how to best work with your department to ensure that milestone builds are able to
be evaluated thoroughly and quickly?
A: Bring QA in early and show them what you want accomplish. Break your deliv-
erables down into items that can be verified by your QA group (features, game
functionality, etc.) and items that are production/development checks (i.e., imple-
ment new SDK). Then work with your QA group to write test cases that ensure that
all aspects of the feature/functionality will be tested properly at the time of the
milestone.
You should work on trying to get your list of deliverables locked down for the next mile-
stone before the QA group does their full milestone check, and report on the current
milestone (i.e., lock down deliverables for Milestone 2 before QA completes their full
milestone check of Milestone 1). This way, while QA is doing their milestone checks,
development is already working on the next milestone and fixing major crashes or any-
thing that is hindering the QA group from completing their work.
One last thing. If a feature is scheduled to be completed by the middle of the milestone,
do not wait until the end of the milestone to get it verified. Work with your QA group to
have it pre-verified. This helps find software defects early and helps reduce the amount of
time QA will need during their full milestone check. If they have seen a feature fully func-
tional earlier in the milestone, they can spot check it to ensure it is still working and focus
on the rest of the outstanding deliverables.
26
interview with david wiens, project manager at disney online
Q: What kinds of tools or techniques would you encourage small developers to make
use of to help make the milestone review process go more smoothly?
A: I would encourage small developers to start early on ensuring software stability. At
various points before the milestone build needs to be delivered, compile it and check
to see what major problems exist or have been introduced, and work to fix them. All too
often QA receives a build that doesn’t boot or fails early on in the testing. This delays QA’s
ability to verify deliverables and send Development their results.
Q: Talk to us about the role of embedded testers in the final phases of a project. When
do you think QA staff or managers should be onsite with developers (if at all)? What
value do you think this adds to the process?
A: Embedded testing during the finaling phase of a project should be used in areas where
a quick turnaround is needed between QA and Development. For example, in cases where
QA is seeing problems with the game that the development group is not seeing or is
having trouble reproducing, or high-risk areas that require testers to use specialized tools
or hardware (i.e., optimization testing). By embedding these testers, you are giving the
group of developers dedicated resources which they can work closely with on resolving
issues as they arise.
Q: What other advice do you have for readers who are about to embark on building a
game using several teams that are geographically separated?
A: In my opinion, communication is one of the most important aspects of any project.
With having teams in different locations/different time zones, any weaknesses in your
lines of communication will become clear fairly quickly. Working to make sure the right
people are involved in the right meetings or receiving the right reports will go a long way
toward keeping everyone on the same page.
Q: We’ve visited in this book about the importance of concept discovery and the
pre-production phase in defining project specifications. What role do you believe
Quality Assurance should play during these early phases of a project?
A: I think Quality Assurance can play a role in giving input into features they think would
be of value to the game, generating new ideas, and giving feedback on possible ideas or
themes that Production/Development is considering. This may be a stretch for some QA
groups where most of their work is on the quantitative side of things, but I think this is
where Quality Assurance can provide added value, if asked. Within each QA team there
are the hard-core gamers and probably long-time fans of the game they are working on.
They will have strong opinions of what they like or dislike and have ideas as to which
direction they would like the game to go.
27
chapter two • overview of the development process
28
2.10 summary
take a break (and usually some number of them would disperse onto other proj-
ects or other walks of life). Then you’d start planning for the next project. If
you were building a PC project, you’d start thinking about a patch. If you were
launching an MMO, your heartache was just beginning since support and regular
updates are key.
The two models have grown much closer together since the advent of the wired,
always online console. First, users now expect that titles not be “fire and forget” –
and no longer are console patches demanded just for crashes and major security
issues. Even console titles are expected to deliver title updates in response to com-
munity feedback, perceived balance issues, and so on.
Moreover, in recent years publishers of console products have found that one of
the more insidious threats to their profits is the growing popularity of used game
sales. One of the ways to counter this problem is to create longer lasting value by
offering downloadable content or other types of product updates that keep users
engaged. Hence, for months or even years after a title is released, you’ll often be
expected to issue regular updates, extensible multiplayer modes, and other ways of
maintaining user engagement.
Details regarding the management of a permanent development team of the type
required to support year-on-year updates and expansion packs is beyond the scope
of this discussion. However, clearly it poses particular challenges for a highly dis-
tributed team, spread across several discrete companies. If you find it likely that
you’re going to be asked to support the product for an extended period of time,
you’re going to have to find a way to do the following:
• Ensure that you have long-term ownership of any key talent centers.
• Eliminate proprietary knowledge that resides only with one or two people.
Eventually, you’ll lose them.
• Document both processes and tools.
• Invest in operations and certification experts on your team. You’ll be doing lots
of it.
• Start working to build a data mining process to get direct information on how
your users interact with your product.
2.10 Summary
That’s enough overview of the process. In the next chapter, we’ll talk about the
major groups you’ll want to bring in and what kind of people you’ll want to surround
yourself with to ensure success for your distributed development project.
29
chapter two • overview of the development process
figure
2.6
hett Bennatt has been making games and movies for more than 10 years. Rhett holds an
R
MFA in Digital Media from Texas A&M University. He currently works as an art director for
Aspyr Media in Austin, Texas. Rhett has been involved in creating art and managing teams on
Starlancer, Freelancer, Brute Force, Perfect Dark, The Sims, and Guitar Hero. He can be reached at
[email protected].
Q: When you’re trying to determine how to coordinate between an internal art team
and external partners, what criteria do you use for deciding who should do what?
How do you ensure consistency between the two?
A: Luckily in this case I had an art lead who had a lot of familiarity with the franchise,
because he’d worked on a Sims game before. So he was instrumental in helping us under-
stand the specifics of what we needed to build. So the way we decided was that any type
of object that was going to be something new that required new functionality – that
we’d have to animate and build hardpoints for and so on – those I wasn’t comfortable
farming out.
30
interview with rhett bennatt, art director, aspyr games
Q: Did you find that there was any cultural nuance that affected their creativity, or
gave you content that you weren’t expecting?
A: Not really, they were pretty familiar with it, and we had lots of reference. Sometimes
they would come up with something that would end up being a very pleasant surprise
– something we didn’t expect! It’s part of my philosophy to hire really good artists, and
then art direct just by explaining boundaries and not telling people what to do. In this
case, the team we’d hired to collaborate with was excited because they got to really put
a lot of themselves into the project. And I think that may be the nature of that particular
culture, in Mexico, or that particular company.
I’ve heard though that other companies in other parts of the world, like China, are often
more comfortable with exact specifics. So sometimes you may not want this kind of cre-
ative latitude. For some types of projects, creating licensed cars or something, you might
not want that kind of creative interpretation. So it really depends on the project.
The beauty of distributed work is that every project you have the opportunity to pick
your best team for a particular job, and you don’t have to employ them all the time.
You can work with people, find out who is good at doing a particular thing. And a lot of
firms have found out that they can specialize – become great at a particular thing. And
as long as that something is significant enough, then that’s a good business model for
them.
Q: When you’re working with different teams who have never met each other per-
haps, and especially with creative people, how do you instill a sense of ownership
in a creative team without making them feel like they are part of an “art assembly
line”?
A: The best way I know to do that is to allow some room for creative license. There may
be some projects where that’s not appropriate, but I’ve never had to work on one. You
want to have your teams invested in some way, have them be excited in some way. One
great way is to have them see their content in game as frequently as possible, I’ve seen
that pay dividends frequently. Even if it’s just sending them screenshots, it helps them
get excited. There may be some reason they aren’t allowed to have a build of the game,
if they’re not too integrated into the process. But having them see their work, and see
how it impacts the product gives them a lot of reward. No matter what, you need to
do this. But beyond that, you need to find some way for people to have that creative
license. No one wants to feel like they are just a cog in a giant machine – even when
they are.
31
chapter two • overview of the development process
Q: Working for a publisher, when you’re looking to hire a development house for
content, what are you looking for first? Let’s say they are a first-time studio opening
up somewhere. What would you want to know to hire them?
A: I probably wouldn’t. I wouldn’t want to try to start up something like that right now.
I’ve been solicited by so many studios and art houses over the last few years. There are a
lot of talented groups out there. So you find groups you can rely on and trust, and you’re
likely to keep using them until they fail you.
So for me, it’s all about recommendations. I probably won’t respond well to anyone who
is soliciting me – I’ve got a long list of studios that I trust that I’ve gotten from other direc-
tors and producers that I trust. I also look a lot at credits from other big games, high-
quality games. When I have the opportunity to meet with studios personally, at game
conventions and so on, I try to do that to establish that relationship. I want to have that
comfort level that I’ve met them a number of times. Then maybe I’d be willing to do some
sort of test.
You’ve got to trust whomever you’re dealing with. You’re about to sign a contract that is
legally binding on both sides, and with development costs what they are, none of us can
afford to make a mistake. If things don’t go right, it’s my fault. Even if it’s their fault.
Q: So what’s a warning sign when you’re in the middle of a contract? What clues you
in that something may be going sideways.
A: The biggest issue I see is that consistency can begin to drop off. How do you ensure
that your team remains your team? If you don’t sign key individuals for a contract that
lasts 4 or 5 months, then maybe suddenly things start to change halfway through. Or
maybe it’s as simple as your needs and demands changing.
So you’ve got to truly understand the capacity of your studio. What type of content are
they used to doing? You need to do benchmark processes to establish a quality bar, fine.
But then say you’re building a hundred assets that first month, and you get the quality
to be fine. But then you ramp up to three hundred assets. Means they’re putting more
people on. How effectively do they scale? This is when the content starts becoming
inconsistent. Too many people, and the art direction on their side can get overwhelmed,
because they just can’t scale up well.
And then on our side, as we scale up, we’ve got to have adequate resources to be able to
provide feedback as well! Because there is art direction on both sides – it’s the only way
to get quality and consistency.
But when you’ve picked someone that you trust and feel good about, you can work
together to work out the problems and deal with the difficulties in scaling, and any
inconsistencies.
And of course, you’ve got to have reasonable expectations. You get out of the relation-
ship what you put into it.
32
interview with rhett bennatt, art director, aspyr games
When you’re off-site, you’re not looking at the same things. Your perspectives are differ-
ent. Your partners don’t always know exactly what game they’re making. Not intimately
in any case. But that’s where we are in game development. You can’t have sustainable
development with huge teams in the same place.
So I think there is a lot of benefit in taking game development global. I think we’re learn-
ing things from our partners all the time, which I think is great. And they’re learning from
us as well.
Q: In the last 10 years we’ve seen an explosion in team size, in complexity, in the
assets we’re building, and in the associated rise in global distributed development.
How do you see the way we build games changing over the next 10 years?
A: I think the biggest improvements will be in the IT technology side of things. When
we’re working together, how do we communicate better, and remain more in step? Other
than time zone differences, I think that the barriers to fluid communications are going
away. And even the time zone issues are going away. Regular, constant communication
between, say, a studio in Shanghai and the large parts of the U.S. game development
community on the West Coast of the U.S. You’re going to see people working from home
more, and when they’re working becomes more variable. So an artist in Texas might be
working at the same time as my artists in Bangalore.
Having really fluid communication letting you have more face-to-face time, even across
distance. E-mail is so impersonal, especially on the art side. There’s just too much nuance
you miss. Artists especially can be sensitive, so as much of a true human-to-human com-
munication you can achieve the better. So hopefully people will begin to enjoy collabo-
rating in this global development environment. Because they’ll get more out of it than
just the job they’re doing. They’ll start learning about the culture they’re working with. It’s
the path we’re on. And we’re not going to turn back.
Nationalism is a dangerous thing, but in another few decades, there is going to be even
less of it. The world is getting more connected, and the more connected we get the
better.
33
Exploring the Variety of Random
Documents with Different Content
The girl was likewise clad, with bare midriff and a halter of white fur
about her breasts.
"This is the universal garb for counsellors of our make," the girl said.
"Others wear different clothes. Still others wear none, having no
sex."
"I'm Jonathan Morgan. Do Zarathzans—er—have any names?"
"Silly. Of course. I'm Adatha Za."
Jonathan grinned and said, "Glad to know you. And now that
introductions are over, suppose you let me in on the big secret
around here. Just what am I doing on Neeoorna?"
III
Adatha Za sat on the stone bench and looked up at him, and her red
mouth was rueful. Her eyes beneath the dark fringes of her lashes
accused him.
"I had hoped that some day you would visit Zarathza with me," she
said softly. "Now you—"
"Now nothing has changed," grinned Jonathan, dropping beside her
and taking her soft hands between his. "Shar Bytu made me infinite,
didn't he? How can Morka Kar hurt me?"
Her eyes widened in concern. "But Morka Kar is also infinite, as you
put it. He will fight your mind. You do not know the sciences that
Morka Kar knows. Not knowing what he can do against you, you will
be helpless. He will stun your brain, drive it mad, then—destroy it."
"If I can't think as fast as that bullying windbag, I'm willing to be
destroyed."
Adatha Za sounded annoyed. "It is not a question of thinking fast,
although that does enter into it. It is more a matter of knowing how
to oppose the weapons that Morka Kar will create to fight you."
"—that he will create?"
"Certainly. Of old on Zarathza, men carried swords and shields. Later
they used percussion guns, still later, atomic disintegrators. But as
the years passed into eons, and as life on Zarathza evolved, it was
discovered that these weapons were of no use against a trained
mind that could shoot a bolt of mental force against the weapon to
destroy it. So men went naked into combat and there they thought
up their weapons swiftly, through force of mind alone. Their
opponents met their mental creations with defenses and weapons of
their own. The more unusual the weapon, the easier it was to decide
the victor."
Jonathan whistled.
"My ideas on weapons stop about at a .45 caliber automatic. A
sword is useless. So's a bow and arrows. Or a spear. You say
Zarathza had atomic disintegrators a long time ago, eh?"
The girl shivered.
"Atomic disintegrators are seen only in museums today," she
whispered. "And you of Earth do not even have them. Lallista! You
are a dead man walking around."
"Hey," chuckled Jonathan, grabbing her arms and pulling her around
to face him. "Chin up. I may not know much about weapons, but I'll
bet I've still got a trick or two up my sleeve. I'll show that windbag
where he gets off. You wait. You'll see."
Her eyes begged his for reassurance. She lay close against him and
her mouth quivered into a smile.
"You were—joking me, then? You do know of weapons that you
haven't mentioned?"
"Sure," he boasted gaily. "Lots of them. Brass knuckles. Galloping
dominoes. A ginrickey. A mickey finn. The Brooklyn Dodgers."
"I am so glad," she whispered. "That makes me feel so much
better."
She did not see his frown as she walked with him across the white
composition walk toward their guest quarters. He wasn't thinking of
himself. He was wondering what Morka Kar would do to her—after
he got through with him.
"Just the same," the girl was saying, "I think that I will show you
some of the weapons Morka Kar may use. Those, at least, that I
know. We will go and sit together beneath the moons, and I will
teach them to you, one after the other."
Jonathan looked at her red mouth and grinned, "I'll show you a
weapon, too. On Earth we call it a—kiss."
The night was warm and the moons that hurtled across the
Neeoornian sky shed a pale lustre on the gardens where Adatha Za
and Jonathan Morgan sat. Between her legs lay a box filled with
strips of queerly colored metals, vials of shining dull and iridescent
chemicals, containers and compartments of tubes and alloys.
"It is from these that Morka Kar will fashion his weapons," she said,
fingering the objects before her. "From the mints provided by the
monomachy coffer, he will be enabled to throw weapon after
weapon at you. For instance, this—from this he will make a
molecular magnetizer that will cause the molecules that make up
your body so to attract each other that your body will shrink in upon
itself—assume the density of a dwarf star—fall through the earth to
the center of this planet! Or with this he could form a ray that is hot
as the hottest sun in the universe. He may not use that. It is a
weapon that even Morka Kar fears. It is too deadly. Were it to
escape his mental control, it could blow up the entire planet. Now
from this tube—"
Jonathan listened dutifully. He was in this away over his head, and
no amount of last minute cramming would help. To assimilate this
knowledge would require years. He wasn't quitting, but he realized
that if he did win, it would be by some method purely Earthian, and
not by a study of Zarathzan weaponry.
He looked at Adatha Za. He put his hands on her soft shoulders and
turned her toward him. Her eyes were questioning.
"We have a weapon on Earth, too," he whispered. "It's a kiss. Do
you Zarathzans have the kiss?"
With arched brows the girl followed his thought, then shook her
head a little disdainfully, saying, "No. That does not seem to be any
sort of armament I know. Is it a good weapon?"
"The best there is on a night like this—with a girl like you."
Her mouth was warm and soft and moist beneath his. His lips held
hers for a long time before he let her go. She opened her long-
lashed eyes slowly, staring at him.
"That is no weapon," she accused softly. She put her arms up and
drew his head down again, whispering, "—but I like it. I should
really study it some more."
This time it was the girl whose lips clung.
Jonathan laughed, "For a Zarathzan you catch on pretty quickly."
"I'm a scientist," she retorted.
Nestled in his arms, with her hair flooding his chest and shoulder,
Adatha Za said, "I wish—I wish that you and I could go back to
Zarathza together, Jonathan Morgan. In my villa beside the Jaralayan
Sea I would love to study this kiss-weapon of yours. It is such a nice
weapon, even though it does frighten me a little."
She gasped suddenly and tried to sit up, but Jonathan's long arms
held her.
"Now what's eating you?" he wanted to know.
"That kiss—how many times have you experimented with that
weapon on Earth?"
Jonathan chuckled, "Next thing you'll be telling me I do it like an
expert!"
Head to one side, Adatha Za surveyed him. At last she nodded
pertly, laughing a little.
"Yes, I think you do. And no one ever became perfect without
practice!"
"Don't forget. Shar Bytu made me a perfectionist."
Adatha Za sighed as she nestled back into his arms, and whispered,
"There are some things, Jonathan Morgan, that even evolution can't
do."
IV
Adatha Za came for him the next day, to go with him to the Arena.
Her eyes were dark and sunken, her soft red mouth quivering. Her
hair hung loose, uncoiffed. She came into his arms and kissed him;
drew back to look up into his face, trembling.
"I am glad for last night," she whispered. "Though I did have hopes
—some day in my villa over the Jaralayan Sea—"
She buried her face against his chest, moving it slowly from side to
side, distrait.
"Hey," yelped Jonathan, lifting her face with a finger beneath her
chin. "Why the gloom? I thought we'd decided last night that I had a
chance."
"You did—last night. Today ... today Shar Bytu announced that the
winner of the mental monomachy is to attempt the black shadows!
So—"
"Oof," Jonathan grunted, "that sort of knocks the stilts out from
under a guy. No matter who wins, both will die, unless—no, the age
of miracles passed a long time ago. What does Morka Kar say to
that?"
"Oh, he raved and swore, but he dared do nothing to disobey. After
all, he is a scientist, and he is here to fight those flames. Even he
cannot hope to fight all the scientists on Neeoorna right now. I—I
think he will temporize. Have the monomachy declared a draw. That
will allow him to save face and his life at the same time."
"I'm going to win if I can," Jonathan said slowly. "I just don't cotton
to that guy."
Her long fingernails bit into the flesh of his wrists. Her voice was
hoarse, desperate, "By Lallista's brood, Jonathan! Do not anger him.
Your one chance is in Morka Kar's willingness to spare you that he
may spare his own self. If he loses that temper of his—Jonathan, I
want you alive."
He patted her bare shoulder, smiling.
"I'll still see that villa on the sea, honey. Don't fret your lovely head
about it. But it's time to go, now. I don't want this affair called off on
a forfeit."
They walked slowly, hand in hand, along the pebbled path to the
great white Amphitheatre. It rose tall and grim, brooding over the
lovely square that fronted its entrance. The square was deserted.
Their footfalls sounded loud in their ears.
They went up the steps and through the oval doorway. Alone, they
went down the black corridor toward the arena.
The seats were filled, inside the arena room. The batteries of ten
thousand eyes gloomed at Jonathan as he walked toward the great
ivory chair set on the sanded field. He knew Morka Kar watched him
from the ebony throne opposite the ivory chair, but he'd be damned
before he'd glance his way!
Jonathan settled himself in the seat before he looked at his
opponent. Morka Kar sat facing him, both arms resting on the ebony
arms. His thin mouth was twisted in a sardonic grin. His red-shot
eyes glistened with hate.
Adatha Za came forward with an oblong coffer, ornate with jewels.
Dropping to her knees, she unlocked the cover, and threw it open.
Inside, row on row, glittered vials and retorts of liquids and powders,
and long metal bars and needles.
Above Adatha Za's naked shoulders, Jonathan watched a three-
legged Paravian dance-walk its way to Morka Kar. The Paravian also
carried a monomachy casket.
Adatha Za spoke swiftly: "As you see his weapon form, combat it.
Use the antidote. Not knowing that," she was choking now, almost
sobbing, "not knowing that, attack the weapon with your mind. It
has existence, but it is a mentally energized existence. Mental
energy may dissipate it if strong enough. It is not considered good
form—but it is safe."
The dark eyes shimmered through tears as she looked up at him.
"Farewell," she whispered.
And turned and fled.
Morka Kar stretched out a foot and kicked shut the cover of the
coffer before his throne. The clunk of the closing lid sounded loud in
the high chamber, merging with the breathless gasp that shook the
throng. Only a mathless monomachy fighter scorned the help of the
box.
Jonathan looked at Morka Kar and grinned.
He put out his own foot and slammed the cover down. Dimly he
caught, in some remote recess of his brain, the amaze that held the
onlookers. They didn't know, as did Adatha Za, that the contents of
that box were as much a mystery to Jonathan as were the black
shadows. He'd be better off without it. It gave him less to think
about, and he needed all his powers of thought.
Morka Kar snarled. His eyes blazed right at Jonathan—
Purple balls hung in the air before the Zarathzan!
They shimmered and glittered, filled with opalescent mists of green
and red and white and purple. They danced eerily, as though drunk,
as though to the music of some alien piper. They bounced and
swayed on invisible strings in a wild and eerie saraband. They swung
outward, circling.
Then darted straight at Jonathan.
Jonathan threw every bit of mental power at his control into his
defense, but the first bubble did not break before it got within three
feet of him. The others fell apart easily after that.
Jonathan frowned, and an automatic hung in the air before him. It
turned to grey mists and faded, struck by a bolt of liquid fire.
Morka Kar rasped laughter, "Do better Earthling. We of Zarathza
have forgotten weapons such as that."
A haze of colorless hue quivered in front of the Zarathzan. It seemed
only a heat haze; but when he saw the sandy waste inside the
shimmer, when he saw grey and rolling ocean instead of the sand,
and saw ocean turn to roaring flames, he knew he looked on a
weapon utterly foreign to Earth thought.
His knuckles bulged until the skin over them whitened in the fury of
his concentration. Gasping, he saw the shimmer fade.
He cast a beam of radio-waves; saw them strike a beam of like
power and shatter, useless. He hurled acid. It met an alkali. He
threw a bullet and watched it melt in a shield of heat that turned the
lead to smoke.
All the while the Zarathzan taunted him, shrilling, "Ape. Go back to
the steamy jungles of your planet, ape. We do not need a loose-
brain here. Go back, ape!"
A red triangle formed in the air before Morka Kar even as he spoke.
It glowed and burned with green hell-fires. Jonathan dropped water
on it and the green fires raged and grew and expanded, feeding on
the water.
Jonathan shuddered when he finally extinguished them. Beads of
cold sweat rose on his forehead. He was growing weaker. His brain
could not stand this punishment. He had been subjecting it to too
much. It would give, soon. It was not conditioned, as was the
Zarathzan's.
He thought fleetingly of last night, with Adatha Za's mouth burning
beneath his. Never to know that mouth again! She had trusted in his
strength, in his boasts. She had told him of her villa above the sea.
Now he was to fail her. He had bragged of a mickey finn. Of brass
knuckles. What a crude jest. He had even mentioned—
Jonathan sat upright. He thought.
When Morka Kar saw the club in his hands, he hooted.
"A club! The ape has found a club with which to kill. Lallista! He
jests."
Jonathan swung the wood in his hands with easy familiarity. He lifted
it above his shoulders, then brought it about viciously. There was a
sudden splat.
Morka Kar, still laughing his derision, crumpled and toppled from the
ebony seat.
Jonathan discovered his knees shaking. He sat down quickly.
Adatha Za came running, sobbing, laughter.
"You beat him. You beat him. What a strange weapon. What was it?
Morka Kar thought it but a club. He did not deign to spend his
mental forces on it. But you fooled him!"
Jonathan held up the wood and shook it, laughing, "This is known in
America as a baseball bat. A Louisville slugger. The old hickory, the
ash. And the thing that hit Morka Kar was a baseball. Gods! A jest,
he called it."
Shar Bytu looked from Morka Kar to Jonathan, saying, "You must
destroy him. It is the great rule of mental monomachy."
But Jonathan shook his head, wearily.
Shar Bytu looked down at the Zarathzan. He almost seemed to relish
what he did. But it was over in an instant. A few grains of dust
settled groundwards. Jonathan felt sick.
The others gathered around him. Their voices were excited.
"A new weapon to fight the flames."
"The Earthling has solved our problem."
"If it baffled a monomachy fighter like Morka Kar, it might work on
the flames."
Jonathan tried to explain, looking down at their faces.
"No, no," he cried out, talking down their thoughts. "It isn't a
weapon. It's a sport we play back on Earth. I—it—the bat is used to
hit a ball. Morka Kar didn't know that. He thought it just a club.
"Luckily, I could call my shot. A straight fast ball. Not a curve. A
straight—"
Jonathan blinked. He stopped, choking; eyes wide.
"Maybe," he whispered. "Maybe—"
The others grew quiet, watching. They felt his intense excitement,
saw his hands quiver, and the way his lips twitched. Adatha Za clung
to his arm and her eyes were pools of purple hunger.
It wasn't too fantastic—yet.
It all depended on straight lines and curves, and whether a straight
line can ever be curved. The shortest distance between two points.
If the straight line could be moved to turn, then he was wrong.
But if he were right! If this type of straightness could not curve, then
it might conceivably eat its way through a universe which was based
on something that should curve: light.
Dr. Wooden stood silent as Jonathan Morgan drew his hand from the
switch that drove a bath of heat at the blocks of calcatryte set in
their metallic cradles. The humming of motors stopped. The blackish
screen in the background went silent, dead.
"Well," said Dr. Wooden, straightening. "Hello."
Jonathan sat down and put out a trembling hand, drew an open
pack of cigarettes toward him.
"I've been far away," he said slowly. "To the other side of the
universe. Billions of miles away, and yet—in your own backyard."
Dr. Wooden grinned and sat on the edge of the sandstone tabletop.
He lighted a cigarette himself, saying, "Tell me."
Jonathan told him. And then he said, "It seems understandable
enough, really. Those powers I possess. What are they but an innate
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